Apparatus and method of using a game apparatus for bouncing projectiles

ABSTRACT

A game apparatus includes an elastic material secured and stretched onto a chassis to create a material surface. The material surface receives a thrown projectile and bounces the projectile from the surface. The material surface faces players at an angle to return or project objects thrown at it. In use, the stretched surface is generally at an angle between 25 to 40 degrees from parallel with a playing surface. A player stands or sits in close proximity to the game apparatus and tosses a lightweight object at the stretched surface. The height and tension of the stretched surface are generally fixed to produce consistent bounce back results. The game apparatus is a toy for a tabletop space or oversized for floor or lawn use. The game apparatus and accessories (including mats, trays, cups, spiked balls and coins) may be used in family, pub, cafe and outdoor environments.

CROSS REFERENCE TO RELATED APPLICATIONS

The present application claims benefit of priority from U.S. provisional application No. 63/072,408 filed on Aug. 31, 2020, the entire contents of which are incorporated by reference.

TECHNICAL FIELD

The invention relates to a game and apparatus for use in family, pub, café, and outdoor gaming. More specifically, the invention includes a game with an elastic material and frame for bouncing projectiles.

BACKGROUND

Traditionally, toys and bounce back apparatuses with rebounding or skipping surfaces have been configured with springs or other spring-like mechanisms such as flex poles for bounce back and either placed in horizontal or near vertical positions when in use. These toys are generally played with objects that can be thrown with a large amount of force or include a surface that provides rebounding with springs such as in traditional trampolines.

This need for including springs and/or other spring-like mechanisms makes necessary manufacturing and loading of these devices prior to purchase of the apparatus. Because these apparatuses often need to be pre-loaded (i.e., stretched, deformed, and retained on a frame), these traditional toys need to be packaged and stored in larger storage devices. Thus, there is a need for a bounce back apparatus that can simplify and reduce storage space used while still providing accurate and consistent bounce back results.

SUMMARY

In order to reduce the number of parts to both make the rebounding surface simpler, reduce the amount of space taken in storage, and make the rebounding surface easier to setup for gameplay, the invention removes the need for springs or spring-like mechanisms in a bounce back apparatus.

In other words, the games in the background fail to provide a game having features described below where a predetermined stretch of the game elastic material provides the force required to rebound or project a thrown object. That is, the player does not have to use a high amount of personal physical energy to create a bounce-back with consistent and accurate results, i.e., a same or similar throw will result in the same or similar bounce-back. For example, when a projectile is thrown at the bounce back apparatus, the projectile has an expected (i.e., predictable) and consistent return toward the player or cups that are being used. In addition, the specific angles of the game apparatus's surface create opportunities for play while standing or sitting in one location unlike other sports games, where players move significantly in the space around the apparatus to play.

The invention includes a game apparatus that faces players at an angle to return or project objects thrown at it. The stretched surface resembles a trampoline and provides bounce, however, the invention does not use springs or spring-like mechanisms. The frame includes an elastic material that forms the stretched surface. The frame provides control over the angle at which the stretched surface is presented to a player and lifts the surface above playing surfaces such as a playing field, the ground, a tabletop, or a mat.

The elastic material includes textiles and other materials that have a low resistance to recoverable deformation under load. In other words, the elastic material deforms and retains energy when stretched taught onto a frame, and returns to its original shape when removed from the frame. The retained energy provides the energy needed to bounce a projectile when thrown at the stretched elastic material. It is of course preferable that such bounces have expected and consistent bounce-back results and thus have an equal reaction to projectiles thrown from any direction and with the same force.

The elastic material is stretched within the frame and comes packaged separate from the frame so that packaging for the apparatus can be smaller and the material retains its surface tension when stretched. When assembled, the elastic material (e.g., fabric) is stretched on a chassis, which can be placed on a support member (e.g., lower frame portion) of the frame.

The frame may be made of plastics, wood, or other structured material. The fabric secures to the frame's interior or exterior via a channel and post system, tab and hook, or in the case of wood or permeable material, strong staples or stitching.

The support member of the frame has legs and/or a base to support the chassis at specific angles (e.g., approximately 30 degrees, approximately 0 degrees(flat), or another suitable angle to produce the proper trajectory of objects for varied game rule sets. The support members, support legs, and base may be designed as one piece and secured to raised corners of the chassis or an upper frame portion of the apparatus. Cutout slots can be made in the support member, support legs, and/or base to accommodate the frame's raised corners.

In use, the stretched surface is generally at an angle between 25 to 40 degrees, preferably at an angle of 30 degrees (from parallel) with respect to the playing surface. Additionally, the stretched surface may be used when placed flat, with respect to the ground or a tabletop. A player stands or sits close to the stretched surface and tosses a coin or other object at the stretched surface. The height and tension of the stretched surface are generally fixed to produce consistent results. The game apparatus can be a toy for a tabletop space or can be a larger size for floor or lawn use. The toy can be used to work with coins (large or small), lightweight Koosh®-style balls, and receiving vestibules such as cups.

An advantage of the present apparatus is to provide a game where a player may stand or sit on solid ground and may bounce an object (e.g., a coin) off a (stretched) game surface and send the coin toward a receptacle to earn game rewards.

Another advantage of the game apparatus is its structure and manufacture which works with multiple rule sets. Its components are also adaptable so that players may develop their own rule sets and style of play.

Consequently, the apparatus is well suited and safe for indoor play and can be easily stored in a small box. Still another advantage of the apparatus is to provide a game which directs projectiles with a player's aim but eliminates the need for a player to use a large force to send the projectiles. Still another advantage of the apparatus is its use of soft or light objects, reducing the danger of injury that can occur in similar games like darts or frisbee and further enabling the apparatus' safe use indoors. Still another advantage of the apparatus is to provide a game which can be adjusted for angled or flat play. Another advantage of the apparatus is to provide a game which is inexpensive to produce, portable, and travel friendly.

For a more complete understanding of features and advantages of the game, reference should be made to the following detailed description of preferred embodiments.

A game apparatus including a lower frame, including a rigid angular base and cooperatively joined with the upper frame to form an angle (alpha) between the upper frame and the lower frame; an upper frame, including a surface support border extending about the perimeter of the upper frame and a chassis forming an interior space opening and for supporting an elastic material surface; and the elastic material surface including elastane and that exhibits four-way stretch and recovery properties and that is stretched over the chassis of the upper frame and that provides a game surface to bounce a projectile.

In one embodiment, the game apparatus includes a lower frame with at least two angular L shaped legs that cooperate with the rigid angular base and the upper frame to form the angle (alpha) between the upper frame and the lower frame. In one embodiment, game apparatus includes a lower frame and upper frame with mated protrusions and receiving cavities to connect the lower frame to the upper frame.

In one embodiment, the game apparatus includes an upper frame supporting the elastic material surface at an angle in a range of substantially 25 degrees to substantially 40 degrees. In one embodiment, the game apparatus includes an angle (alpha) that is substantially 30 degrees.

In one embodiment, the game apparatus includes the chassis secured between an upper shell and lower shell of the upper frame. In one embodiment, the game apparatus includes a lower frame with separate legs to raise the elastic material surface off a playing surface. In one embodiment, the game apparatus includes legs with different heights. In one embodiment, the game apparatus includes an elastic material that is loaded by stretching and securing the elastic material in a deformed state over a section of the chassis.

In one embodiment, the game apparatus includes a lower frame with an open position for playing and closed position for storage, wherein the open position is created by extending legs of the lower frame to support the elastic material surface at the angle for playing. In one embodiment, the game apparatus includes lower frame with a leg, including a frame joint extending to the upper frame. In one embodiment, the game apparatus includes an upper frame and base that are connected by a first pivoting joint, and the base is connected to the leg by a second pivoting joint. In one embodiment, the game apparatus includes an upper shell or lower shell with tabs that further stretch the elastic material surface.

In one embodiment, the game apparatus includes an elastic material surface with a range of substantially 15% elastane to substantially 25% elastane. In one embodiment, the game apparatus includes the elastic material surface includes substantially 17% elastane. In one embodiment, the game apparatus includes the elastic material surface is at least 1 inch higher than a playing surface upon which the game apparatus rests.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates upper and lower frame portions of an embodiment of a game apparatus in accordance with the invention, where the lower frame portion includes legs which are attached to the upper frame portion, and the upper frame portion retains an elastic material.

FIG. 2 illustrates an upper frame portion of one embodiment of a game apparatus in accordance with the invention.

FIGS. 3A-3C illustrate various views of an upper frame portion of one embodiment of a game apparatus in accordance with the invention.

FIGS. 4A-4C illustrate various views of a single leg of a lower frame portion of one embodiment of a game apparatus in accordance with the invention. Specifically, FIG. 4A illustrates a perspective view of the single leg, FIG. 4B illustrates a front view of the single leg, and FIG. 4C illustrates a side view of the single leg.

FIGS. 5A and 5B illustrate another embodiment of a game apparatus in accordance with the invention that is set up for gameplay.

FIG. 6 illustrates a perspective view of a corner of a lower frame portion and a corner of a chassis for an elastic material of the game apparatus of FIG. 8B.

FIGS. 7A and 7B illustrate perspective views of another embodiment in accordance with the invention with a lower frame portion with separately foldable legs.

FIGS. 8A and 8B illustrate perspective views of another embodiment in accordance with the invention with a lower frame portion with a folding leg portion that folds both legs simultaneously.

FIGS. 9A-9E illustrate various views of another embodiment in accordance with the invention with a chassis for an elastic material and both the chassis and elastic material supported by separate legs.

FIGS. 10A-10C illustrate various views of another embodiment in accordance with the invention with an elastic material surface supported by a lower frame portion of FIG. 8A.

FIG. 11 illustrates an exploded perspective view of the elastic material support of FIGS. 9A and 9D.

FIGS. 12A and 12B illustrates another elastic material support of FIGS. 10A-10C.

FIG. 13 illustrates an exploded perspective view of another elastic material support for the elastic material surface of another embodiment of a game apparatus in accordance with the invention.

FIGS. 14A and 14B illustrate simplified top views of values or tags for cups used for different game types played with a game apparatus in accordance with the invention.

DETAILED DESCRIPTION

The game apparatus includes an upper frame portion, a lower frame portion, and an elastic material. The detailed description below describes these game components as well as methods to use them in playing the game

Game Components

FIG. 1 shows an upper frame portion 130 of an embodiment of a game apparatus bounce board 100 (shown in FIG. 5A) including a surface support 131 and the lower frame portion 120 including legs 125 which are attached to the upper frame portion 130. The surface support 131 retains the elastic material surface 140 (further described in FIGS. 11-13 below). The legs 125 generally have an L-shape and evenly support the surface support 131 of the rest of the upper frame portion 130 from a front 131 a and back 131 b section of the surface support 131 to generate a supported angle α. Legs 125 may interface with a front surface (in FIGS. 4A-4C, proximate sections 127) and a back surface (in FIGS. 4A-4C, distal edge 129) of the lower frame portion 120. The back surface 131 e of surface support 131 rests on a distal edge 129 of legs 125, as seen in FIGS. 4A and 4C.

The surface support 131 is open at the center, where center opening 139 allows the elastic material surface 140 to push into the center opening 139 when a projectile is thrown at the elastic material surface 140. In some embodiments, the surface support 131 may represent a single open-sided box (not shown) that allows the elastic material surface 140 to push into the hollow portion of the box.

The upper frame portion 130 also includes tabs 133 for lining up the framed center opening 139 to the legs 125. In some embodiments, the legs 125 are a single (integrated) piece with the surface support 131, although these embodiments lose the small form factor for packaging, these embodiments retain the ease of manufacturing and strength of the upper frame portion 130 as advantages. In other embodiments, the legs 125 interface with the surface support 131 through other connections such as a pin joint or other removable connections.

FIG. 2 shows the upper frame portion 130 of one embodiment of the game apparatus 100 for attaching to the lower frame portion 120. FIGS. 3A-3C show views of the upper frame portion 130 of an embodiment of the game apparatus. Specifically, FIG. 3A shows a front view of the upper frame portion 130. FIG. 3B shows a side view of the upper frame portion, and FIG. 3C shows a bottom view of the upper frame portion. The upper frame portion 130 includes support frame 131, tabs 133, and snaps 135. The wider tabs 133 interface with the elastic material (need ref. numeral) as cleat-style anchor points which allow a hole (not shown) in the elastic material to loop over the tabs 133. As shown, the tabs 133 are evenly spaced around the surface support 131. In other embodiments, the tabs 133 may also be used to guide an upper frame portion 130 and another lower frame portion that further includes a mating frame 840 (see, e.g., FIGS. 10A-10C) together. In some embodiments, the tabs 133 may further stretch the elastic material when the upper and lower frame portions 130 and 120 respectively are mated.

The snaps 135 secure the surface support 131 of the upper frame portion 130 to the distal edge 129 of the legs 125 of the lower frame portion 120. As seen in FIG. 2, the snaps 135 of the front 131 a and back 131 b section of the surface support 131 are shaped to mate with the proximate section 127 and distal edge 129 of the legs 125.

FIGS. 4A-4C show views of a single leg 125 of a lower frame portion 120 of an embodiment of a game apparatus 100. Specifically, FIG. 4A shows a perspective view of the single leg 125, FIG. 4B shows a front view of the single leg, and FIG. 4C shows a side view of the single leg 125. As shown in FIG. 4A, legs 125 include a proximate section 127 and a distal edge 129. The proximate section 127 includes a seating section 127 a for capturing a snap 135 of the upper frame portion 130 between a u-shaped portion 127 a of the proximate section 127. The distal edge 129, as shown supports a back section 131 b (shown in FIG. 1) of the surface support 131 by resting the back section 131 b on the distal edge 129. In some embodiments, the distal edge 129 is supported not only by the bottom 131 e (shown in FIG. 1) of the back section 131 b, but also mates with at least one snap 135 (shown in FIG. 2). The legs 125 hold the elastic material surface 140 at a predetermined angle.

When in use, the elastic material surface 140 is generally at an angle between substantially 25 to 40 degrees, preferably at an angle of substantially 30 degrees (from parallel) with respect to the playing surface (e.g., ground, tabletop, or a mat). These predetermined angles generally provide a consistent and expected bounce back toward a player from the game apparatus 100 when on a level playing surface. A player stands or sits close to the elastic material surface 140 and tosses a projectile at the elastic material surface 140. The height and tension of the elastic material surface 140 are generally fixed to produce consistent and accurate/expected bounce-back results from the projectile being thrown to bouncing back toward a set of cups (not shown) or toward a marked playing surface (not shown) for tracking values of throws.

FIGS. 5A and 5B show another embodiment of a game apparatus bounce board 100 set up for gameplay. FIG. 5A shows a perspective view of the setup of the game apparatus 100 with cups 300 and tray 400 for bouncing a projectile into the cups 300. and FIG. 5B shows a simplified top view of the game apparatus 100 and cups 300. The game 200 includes the game apparatus 100, an array of cups 300, and a tray 400. The array of cups 300 are set up in a diamond shape defined by the tray 400. The tray 400 may hold the cups 300 at a predetermined distance x from the game apparatus 100. For example, the predetermined distance x for a tabletop play with coins can be between 8 and 14 inches away. In other embodiments, the predetermined distance x for playing on the ground with Koosh®-style balls can be 1 to 5 feet away from the game apparatus 100.

In some embodiments, the array of cups 300 may be set up in other shapes, such as a line, triangle, circle, or other non-geometric shapes. The other configurations may include height differences among the cups 300 such as a pyramid shape that would make sending a projectile into the cups 300 more difficult. The array of cups 300 may include various diameters and heights for the cups 300 rather than a single size as shown, and in some embodiments, may include cups 300 with non-circular cross sections.

The tray 400 retains the cups 300 in a shape defined by the array and may include a lip to hold the cups 300 in place. The tray 400 prevents the cups 300 from tipping when a projectile used to play the game hits the cups 300. In some embodiments, the tray 400 may include multiple parts which may hold some of the cups 300 away from one another creating different sections of cups 300 on a table, mat, or other playing surface. The multiple parts of the tray 400 may also be used to stack different levels of cups 300 upon one another. In some embodiments, the cups 300 can be weighted and may not require a tray 400. The weighted cups 300 may also be placed in a diamond formation or other configuration for a game. In other embodiments, the cups 300 may be held on the tray with protrusions (e.g., dowels) in the tray 400 that mate with holes in the cups 300 and prevent movement of the cups 300 when the cups are hit with the projectiles. In some embodiments, no cups 300 are used, and the tray 400 or playing surface may be marked with values to target by a player.

FIG. 6 shows a perspective view of a corner 221 a of the lower frame portion 120 and a corner 145 a of a chassis 143 for the elastic material surface 140 of an embodiment of the game apparatus 800 of FIG. 8B below. The lower frame portion 120 includes a cavity 221 near a corner 221 a of the lower frame portion 120. The chassis 143 that holds the elastic material 141 includes a protrusion 145 that mates with the cavity 221. The protrusion 145 is also located at a near a corner 145 a of the chassis 143. The shape of the protrusion 145 and cavity 221, as shown, have a curved circular shape (seen in the shape of corner 221 a) that coincides with the rounded edge of corner 145 a of the chassis 143.

However, in some embodiments, the upper frame portion 130 may include a protrusion 145 and the chassis 143 may include the cavity. In some embodiments, the protrusion 145 and cavity 221 may be a different shape that prevent movement of the chassis 143 when mated with the upper frame portion 130. In some embodiments, the mating portions (e.g., the protrusion 145 and cavity 221) may be located at different sections of the chassis 143 and lower frame portion 120, for example, along a side 131 a-131 d rather than at the corner, and may include a plurality of mated portions.

FIGS. 7A and 7B show perspective views of another embodiment of the invention with a lower frame portion 700 with separately foldable legs 735. FIG. 7A shows one leg 735A in a closed position and the other leg 735B in an open position. Each leg 735 includes a frame joint 733 extending to the main body of top frame 730. Each leg 735A and 735B includes a base joint 737A and 737B between the base 739A and 739B which rests on the table, mat, or play field. Each joint (base joint 737A or 737B or frame joint 733) may include a locking or friction mechanism (not shown separately) to prevent the frame joint 733 and the base joints 737A and 737B from moving when the game is being played. In some embodiments, the locking or friction mechanism (not shown separately) may include detents for pre-determined angles of play. These predetermined angles may include any angles which for elastic material 141 that produce bounce-back results that consistently and accurately return a projectile (often between substantially 25 and 40 degrees from parallel with the playing surface) toward the front side of the game apparatus 100 that includes marked playing surfaces or cups that may be used to track values of throws by a player. These bounce-backs need to return the projectile the predetermined distance x to the cups or marked player surfaces.

The joints 737A and 737B and 733 may be pin joints or other joints allowing the legs 735 to fold into a closed and an open position. This folding capability provides the apparatus with a smaller form factor when stored, and may allow disassembly of parts (top frame 730, legs 735, and bases 739) of the lower frame portion 700. In some embodiments, the legs 735 may be connected to the top frame 730 and rest on the playing surface (e.g., ground, tabletop, or mat) or base 739 when in an open position.

FIGS. 8A and 8B show perspective views of another embodiment of the invention with a lower frame portion 800 with a top frame 830 that folds both legs 835 simultaneously. Specifically, FIG. 8A includes frame joint 833 and base joint 837 in separable portions (top frame 830, legs 835 and base 839) to create the top frame 830 using a metallic material or material with metallic properties, and FIG. 8B includes a single piece lower frame 830 with kerfing to allow bending of the lower frame portion 800 at the base 839 and legs 835 in an open position using a wood or material with wood-like properties. The lower frame portion 800 including a top frame 830, legs 835, and base 839. The top frame 830 connects to the base 839 and to legs 835 through either frame joint 833 and base joint 837, respectively, or kerfing 843 and 847. In some embodiments, the joints 833 and 837 are pin joints and may allow disassembly of the separable portions (top frame 830, legs 835, and base 839). In some embodiments, wood framed lower frame portions 800 may use pin joints similar to those described with regard to FIG. 8A. In other embodiments, the wood framed lower frame portion 800 is not moveable after manufacturing, and the kerf joints 843 and 847 are bent into their final angular L-shaped frame form.

FIGS. 9A-9E show views of another embodiment of the invention with a chassis 143 for the elastic material 141. Both the chassis 143 and elastic material 141 are supported by separate legs 930. Specifically, FIG. 9A shows a top view of the chassis 143 for the elastic material 141. FIG. 9B shows a top view of one of the separate legs 930, and FIG. 9C shows a front view of the chassis 143 on the separate legs 930. Additionally, FIG. 9D shows a perspective view of the chassis 143 on the separate legs 930, and FIG. 9E shows a perspective view of a few of the separate legs 930. The legs 930 include cavities 921 that mate with the protrusions 145 of the chassis 143. Again, the cavities 921 and protrusions 145 may be different shapes, however shapes that provide an evenly spread cross-sectional surface may best support and stably raise the elastic material support 140 above the tabletop, mat, or playing field.

The legs 930 are sized to support the elastic material surface 140. In some embodiments, the legs 930 may include varying heights to adapt to cup 300 size, to playing surface height differences (such as playing on a hill), or to provide a predetermined angle for play. The surface height is also provided to act as a backboard to prevent overthrows that miss the elastic material surface 140 completely. In some embodiments, the surface height of the front 143 a of the elastic material surface 140 is at least one inch from the tabletop/play surface, and is based on the height of the cups 300 provided, arc of return and throwing of a projectile by a player, and comfort for the player in throwing projectiles at the bounce board 100 due to average height for a player throwing projectiles at the bounce board 100 when seated as well as due to cup 300 height.

FIGS. 10A-10C show views of another embodiment of the invention with an elastic material surface 1000 supported by the lower frame portion 800 of FIG. 8A. Specifically, FIG. 10A shows a perspective view of the elastic material surface 1000 in the lower frame portion 800. FIG. 10B shows the elastic material surface 1000 and lower frame portion 800 with the legs 835 in a closed position, and FIG. 10C shows the elastic material surface 1000 and lower frame portion 800 with the legs 835 in an open position.

FIG. 11 shows an exploded perspective view of the chassis 143 of FIGS. 9A and 9D. The chassis 143 provides the structure for the elastic material support 140 and includes upper shell 147A, lower shell 147B, and internal frame 149. The elastic material support 140 also includes elastic material 141. The upper shell 147A and lower shell 147B both include protrusions 145 so that the top and bottom of the elastic material support 140 are interchangeable and may be manufactured as a single piece. In some embodiments, the elastic material support 140 has a non-symmetrical upper and lower shell 147A and 147B which may define a particular top and bottom to the elastic material support 140 based on the capability to mate with the lower frame portions 130 of the various embodiments. The internal frame 149 slides into a wrapped edge of the elastic material 141 and may include two or more parts that join together to load the elastic material 141 by stretching the material. The upper shell 147A and lower shell 147B contain the elastic material 141 by encapsulating the internal frame 149 with the elastic material 141 positioned over the top of the internal frame 149.

The elastic material 141 includes textiles and other materials that have a low resistance to recoverable deformation under load. In other words, the elastic material 141 deforms and retains energy when stretched taught onto a frame, and returns to its original shape when removed from the frame. The retained energy provides the energy needed to bounce a projectile when thrown at the stretched elastic material 141. It is of course preferable that such bounces have expected and consistent bounce-back results and thus have an equal reaction to projectiles thrown from any direction and with the same force.

For example, in some embodiments, the elastic material 141 has at least a 2-way stretch (in either the x or y-axis direction) and has preferably a 4-way stretch (in both the x and y-axis directions) material. In most embodiments, 4-way stretch provides a more consistent and accurate (i.e., expected) return of the projectile used with the game apparatus 100. In some embodiments, the material composition includes between substantially 15 and 25% elastane. In one embodiment, the material composition includes 83% polyester and 17% elastane with a 4-way stretch. In other embodiments, the material composition of the elastic material 141 may include around 40% elastane, e.g., in a material composition including a 59% microfiber and 41% elastane.

The elastic material 141 creates a surface for a projectile to bounce off and into a cup 300 of the game without use of a spring or spring-like mechanism. The elastic material 141 also allows a projectile, e.g., a coin, to be flopped or flicked onto the elastic material surface 1000 rather than thrown or tossed and still provide enough bounce to reach cups 300. In some embodiments, where the game apparatus 100 is a tabletop game, that bouncing force is enough to allow a four to five gram coin to bounce back 8-14 inches from the elastic material surface 1000. In some embodiments, the elastic material 141 is a flexible and stretchable material with interwoven strands. In some embodiments, the elastic material 141 has a texture which provides enough friction to return the projectiles with predictability and accuracy.

In some embodiments, the elastic material 141 is made of various compositions of material that stretch and provide the bounce when loaded onto the chassis 143. In some embodiments, the elastic material 141 may include rubber, plastic, or other stretchable textiles that are capable of this loading and provide the bounce necessary for consistent and accurate bounce of projectiles. The inventor considered many different elastic materials 141 were considered including wide elastic bands, rubber, plastic netting, tennis racket and woven elastic strings, fish-net mesh, silicone, sportswear textiles, and canvas and other cloth textiles. All of these had their own issues, whether resulting in too much/little bounce, bouncing with no consistency and accuracy, being too brittle, being too hard to secure to the chassis 143, or other issues. For example, wide elastic bands were too stiff and only provided 2-way stretch; rubber was prone to becoming brittle over time, difficult to secure, and would provide too much bounce-back force on occasion; plastic netting required too much strength to load and did not provide enough bounce-back force; tennis rackets and woven elastic strings had erratic bounce-backs and did not have an even enough bounce from all positions along the surface; fish-net mesh included holes that were too large and affected the bounce-back of the projectiles; silicone was too expensive and provided too little bounce-back force; and canvas and other cloth textiles either provided too much or too little bounce-back force.

The elastic material 141 can include a sleeve or pocket 1003 along an edge of the elastic material 141 for the internal frame 149 to slide into and define the shape of the elastic material support 140. The sleeve or pocket 1003 may include a plurality of sections, but is capable of evenly loading the elastic material 141 along the x and y-axes. In other words, the sleeve or pockets 1003 extend regularly along every edge of the elastic material 141 to provide even stretch of the elastic material 141 along the x and y-axes (i.e., materials with 4-way stretch).

The internal frame 149 may include one or more parts that interlock to create a single solid chassis for the now loaded elastic material 141. In some embodiments, the interlock(s) between the parts of the internal frame 149 may, through leverage, load the elastic material 141 with less force generated by the player. For example, the one or more parts may be combined by placing the parts at an angle (non-parallel) to one another and locked together when the parts are folded into a plane (parallel). In some embodiments, the internal frame 149 may snap together once placed in the elastic material 141. In some embodiments, the edge of the elastic material 141 may include clasps or hook and loop closures (e.g., Velcro®) that are capable of being wrapped around the internal frame 149. However, such a connection requires more force from a player to load the elastic material 141 from pulling the elastic material 141 to connect the hook and loop closures. The internal frame 149 may be made of a plastic that elastically deforms when connected (e.g., snapped) together to load/stretch the elastic material 141.

The upper and lower shells 147 latch together with snaps or other closure mechanisms. The upper and lower shells 147 may also include protrusions which further stretch the elastic materials when enclosing the elastic material 141 and internal frame 149.

FIGS. 12A and 12B shows another elastic material support 1000 of FIGS. 10A-10C. Specifically, FIG. 12A shows a perspective view of the elastic material support 1000 with an internal frame 1043. FIG. 12B shows a perspective view of frame pieces (sides 1043A and corners 1043B) that join to create the internal frame 1043. The corners 1043B include protrusions 1045. The corners 1043B also include extending arms 1043C that connect with side pieces 1043A. The frame pieces may have a rounded corner cross-sectional rectilinear shape, however in other embodiments, the frame pieces (sides 1043A and corners 1043B) may include piped or circular cross-sectional shapes.

FIG. 13 shows another embodiment of a game apparatus in accordance with the invention with an exploded perspective view of an alternative elastic material support 1300 for the elastic material 1341. The elastic material support 1300 includes an upper shell 1347A, a lower shell 1347B, and an elastic material 1341 with an internal frame (not shown). The internal frame may be inserted into the elastic material 1341 hole by hole. This insertion may be done by a player or by the manufacturer of the game. The elastic material 1341 may be manufactured around the internal frame and placed between upper shell 1347A and lower shell 1347B. In such an embodiment, the elastic material 1341 comes preloaded from the manufacturer and will prevent removal of the internal frame. In some embodiments, the upper shell 1347A and/or lower shell 1347B may include tabs (not shown) that further stretch the elastic material 1341 to provide greater bounce-back force to the loaded elastic material 1341.

FIGS. 14A and 14B show simplified top views of values or tags for the cups 300 for different game types played with the game apparatus. Use of the values or tags are described below in the general set up of the game.

Playing the Game

The following game setups are methods of using the above-described game apparatuses. Initially, for most of these game setups, a first player identifies an easy-to-access edge of a table 500. This will determine the Player's Notch 501 (see FIG. 5A). The Player's Notch 501 is the area of the floor nearest the accessible table edge. The first player places the tray 400 3 to 4 inches from the table edge with. The tray's 400 corner should point at the Notch 501. The first player places nine cups 300 to fill openings in the tray 400. The tray 400 secures the cups 300 in the grooved openings on the tray 400. The grooved openings are circular cutouts in tray 400. Because the cups 300 are identical. The cup 300 location determines the cup 300 name or tag: the Long; Short; Wing; Core; and Center. The first player places the bounce board 100 facing the cups 300 and Notch 501, 8 to 10 inches from the closest cup 300 in the tray 400.

Items that may be Included with the Apparatus

Coins, coin cases to dampen roll and sound of the coins, Koosh®-style balls, chips, cups 300, and a cup holder or tray 400 are included with the game apparatus.

Game Types and Rules

How to Toss Projectiles

The first player stands at the Player's Notch 501 facing the bounce board 100 front which displays the BUNGEE™ logo. The first player holds an encased coin in between her fingers, with the flat side aimed at the bounce board's 100 fabric. The first player aims for the section of the bounce board 100 fabric at the angle likely to return her coin into the cup 300 of their choice.

Game 1—Human Timer: Blitz—Set Up

Difficulty Level 1 out of 5 for 2 players or 2 teams of players ages 8 plus.

The first player sets up the cups 300 as shown in FIG. 5B and bounce board 100 of FIG. 5A. Form 2 even teams and give each player one drink. The first player sets out 3 coins in cases for the first tossing team.

To play this game, choose one team to “time” and one team to take the first turn “tossing” at the bounce board 100. A player from the timing team must have a full drink ready in hand. At the same time, a player from the tossing team must have three coins ready in hand. The timing team counts down, 3-2-1.

On 1, one of the players from the timing team begins to quickly drink his/her drink. Meanwhile, the tossing team hurries to take coin tosses at the bounce board 100, attempting to return each coin into any cup 300. Every cup 300 in which a coin lands counts as one point. The tossing team may collect the coins and continue to toss for points until the timing team's drink (or drinks in the case of a relay—see Relay Variation below) is empty.

When the timing team has placed down their last empty cup 300, the tossing team records their turn score. Then the teams switch “timing” and “tossing” roles. For example, the first tossing team becomes the timing team, and the timing team becomes the active tossing team. The next countdown begins, and the new tossing team attempts to score by throwing coins at the bounce board 100 to bounce the coins into any cups 300 in the setup.

Gameplay ends when each team has had a turn as the tossing team. At least end of the one or more rounds (where each team has had a turn as the tossing team), the team with the most points wins. A relay variation includes timing team members may drink in a relay sequence. One at a time, each player on the timing team would drink and set their cup 300 down, until all timing team players are done with their drinks. If a player or players on the timing team prefer not to drink quickly, they can do 10 jumping jacks instead. If a coin balances on the top edge of a cup, it is called a “miracle” and counts as 2 points.

Game 2—Push Your Luck: Pig—Set Up

Difficulty Level 2 out of 5 for 2 to 4 players of ages 8 plus.

The first player follows the official bounce board, tray 400 and cup 300 set up as seen in FIG. 5B. The first player displays the illustration of as seen in FIG. 14A with various cup 300 values for all to see. The first player sets out 1 coin in its case for the Start Player.

The game begins with the youngest player going first. That player takes coin tosses at the bounce board 100, attempting to return each coin into high-value cups 300. The active player scores points for each cup 300 the coins land in (excluding the center cup). Players should mentally tally their running score as they toss. The player's turn ends either when he/she says “hold” OR when he/she has 2 outs.

An out is a complete miss of all cups 300 or a coin landing in the center “1” cup. A player may continue tossing and accumulating points or say “hold” before 2 outs. If the player says hold before 2 outs, he/she keeps the points that round.

If the player gets 2 outs before saying “hold”, his/her turn ends AND he/she loses any points tallied that turn. Any accumulated points from former rounds are unaffected. The tum rotates through the remaining players. The game ends when a player reaches 21 (or more) points. The player reaching 21 or more point first is the winner. Continue playing to determine 2nd, 3rd, & 4th place. It is noted, if a coin balances on the top edge of a cup, it is called a “miracle” and counts as 5 points. When playing no cups 300 should be removed from the tray 400.

Game 3—Lucky Shot: Pong—Set Up

Difficulty Level 1 out of 5 for 2 players or 2 teams of players ages 8 plus (each team with at most 3 players).

The first player follows the official bounce board, tray 400 and cup 300 set up from FIG. 5A. Two teams are formed. The first player selects 9 beverages, and places them in a diamond-formation matching the cup 300 formation but off to the side, creating a diamond-shaped flight of drinks near, but away from the playing area. The first player selects a team to go first. The first player sets out 3 coins in cases for the first team.

The game begins with a player from the first team taking 3 coin tosses at the bounce board 100, attempting to return each coin into a unique cup. The player should leave coins in cups 300 landed until after the third and final toss. From the cups 300 in which the team player successfully landed coins, the team must find the matching drink(s) in the flight of beverages to the side, and decide/assign which team must drink the drinks. Some drinks may taste good, some may taste bad. Variation in the beverages you choose to include in the flight can add excitement to the game.

After the first team's tossing turn is complete and the drinks are assigned, a player from the opposing team then gets a tossing turn (3 coin tosses). For successfully landed coins, this team can now assign the corresponding drink(s) to a team. Teams will alternate taking tossing turns.

The game ends when all drinks are assigned. If players prefer, a matching set of dares, candy or other items may be placed in the flight matching the cups 300 instead of drinks. It is never necessary to remove cups 300 from the tray 400. You may remove the matching cups 300 from the side flight when assigned, of course cups 300 remain on the tray 400 at all times. This makes it more difficult to land coins in unique cups 300 and may help to land coins in more difficult cups 300. If a coin balances on the top edge of a cup, it is called a “miracle” and counts as an extra drink, dare or treat from the flight.

Game 4—Let it Ride: Bets—Set Up

Difficulty Level 3 out of 5 for 2 to 5 players of ages 8 plus.

The first player follows the official bounce board 100, tray 400 and cup 300 set up in FIG. 5A. Note cup 300 names. The first player finds the Let-It-Ride Accessory with 18 chips or finds 18 pennies. The first player distributes 3 chips (or pennies) per player. The first player sets a non-game cup 300 to the side as the bet cup.

To begin with, before each round, each player “antes” (i.e, places 1 chip in the bet cup). The chips in the bet cup 300 are the Pot. A player is selected as the first player. On your turn you take 3 coin tosses at the bounce board 100, attempting to return each coin into a Long (L), a Short (S) or a Wing (W) cup. Only coins landing in those cups 300 count as 1 point toward your turn total. Coins landing in Core or Center cups 300 do not score. After your turn, remember your score, and rotate turns through the remaining players, each player takes 3 tosses and tracks only the points for each coin that lands in the Long, Short or Wings (LSWs) cups 300. A round ends when each player has had a tossing turn.

Round outcomes include, if no players landed in the LSW cups 300 OR any tied players then the pot is a Let the Pot ride (stays as is). Players continue to ante a new chip to the pot to play in the next round. If one player landed the most coins in LSW cups 300, then this player takes all chips currently in the Pot. After 3 rounds, if the Pot is empty, the player with the most chips wins. If the Pot still has chips after the 3^(rd) round, players each take a turn of 3 tosses. A coin in any cup, a Core, Center or LSW cup 300 counts equally. The most cups 300 landed wins the remaining pot. If a coin balances on the top edge of a cup, it is called a “miracle”. Any “Miracle” counts as 2 points. Cups 300 should not be removed and remain on the tray 400.

Game 5—Cup Heist—Set Up

Difficulty Level 3 out of 5 for 2 to 4 players of ages 8 plus.

The first player follows the official bounce board, tray 400 and cup 300 set up in FIG. 5A. The first player sets out 3 coins in cases for the first player.

In this game, the players are bank robbers and the cups 300 are the banks. The players select a first player to take a turn. On each player's turn the player takes 1 coin toss at the bounce board 100, attempting to return your coin into a cup. When coin lands in a Core or Center cup, you have successfully robbed that bank. Remove the cup 300 from the tray 400 and save it in a personal stack. The Long, Short and Wing cups 300 represent bank “chains,” and are worth more. The first player to land a coin in either a Long (L), a Short (S) or a Wing (W) cup 300 will also get the L, S, or W partner cup. For example, landing a coin in either Wing cup 300 means you add both Wing cups 300 to your stack. Also, landing a coin in the Long or the Short cup 300 means both the Long and Short cups 300 are removed from the tray 400 and added to your stack. Landing a coin in any cup 300 ends your turn. Take any cups 300 earned for your personal stack. Play rotates to the next player and continue alternating turns between players.

When the last cup 300 is removed from the tray 400, the game is over. Count the cups 300 in your stack to determine the winner. The player with the most cups 300 wins. It may be necessary to “restack the cups 300”—grouping them toward the center. If all players miss for 2 rounds, restack the cups 300. If a coin balances on the top edge of a cup, it is called a “miracle”. Remove any 2 cups 300 to add to your stack when you land a “Miracle”.

Game 6—5-Chip Poker

Difficulty Level 3 out of 5 for 2 players or 2 teams of ages 8 plus.

The 9s The first player follows the official bounce board 100, tray 400 and cup 300 set up in FIG. 5A. The first player finds the Poker Accessories: 32 chips and 2 team trays 400. The first player sets chips in cups 300 as shown in FIG. 14B. All 10s, Jacks, Queens and Kings are placed in their own cups 300 as seen in FIG. 14B. and Aces are set individually in cups 300 by suit as shown. 8 Blank chips are set to the side of the tray 400. Blanks are set to the side within reach of the teams. The first player gives each team a tray 400 and displays the poker-hand rankings for all to see. Finally, 3 coins in cases are set out for the first team.

A game is a set of 6 rounds. During each round, each team will earn exactly 1 poker chip—either a poker chip representing a playing card, or a blank. A round consists of one tossing-turn per team. A team's tossing turn is 3 coin tosses at the bounce board 100. The first player decides on which team/player goes first. On your team's turn, take three coin tosses at the bounce board 100, attempting to land your coins into cups 300. If your team coins land in a cup, take only the chip from the coin landed cup. Place the team's selected chip in your team tray 400. Place a blank chip in the team tray 400 if all of the team's coin tosses that tum missed all the cups 300. The next team takes a tossing turn, and follows the same three steps. The round ends when all teams have had a tossing turn. Begin the next round with the first team and play 6 rounds.

After 6 rounds, the team with the best 5-chip poker hand wins. Teams that earned 6 chips must choose one chip that does not count toward their hand. Teams that earned less than 5 chips must make the best hand they can. In this case, only 4-of-a-Kind; 3-of-a-Kind; Two Pair; Pair, and High Card are acceptable hands. If a coin balances on the top edge of a cup, it is called a “miracle”. Choose a chip from any cup 300 when you land a “Miracle”. No cups 300 should be removed from the tray 400. This helps thrown coins land in the harder to hit cups 300.

Poker-Hand Rankings

Royal Flush

A-K-Q-J-10 all the same suit.

Straight Flush

Five cards in a sequence, all in the same suit: 9-10-J-Q-K

Four of a Kind

All four cards of the same rank: 10-10-10-10

Full House

Three of a kind with a pair: Q-Q-Q-9-9

Flush

Any five cards of the same suit, but not in a sequence: A-Q-J-10-9

Straight

Five cards in a sequence, but not of the same suit: K-Q-J-10-9

Three of a Kind

Three cards of the same rank: 9-9-9-K-J

Two Pair

Two different pairs: 10-10-Q-Q-9

Pair

Two cards of the same rank. A-A-K-J-10

High Card

When you haven't made any of the hands above, the highest card plays. In the example below, the ace plays as the highest card: A-9-10-Q-K

Teams that earned 6 chips must choose one chip that does not count toward their hand. Teams that earned less than 5 chips must make the best hand they can. In this case, only 4-of-a-Kind; 3-of-a-Kind; Two Pair; Pair, and High Card are acceptable.

The apparatus and methods of use of the invention provide a game apparatus for playing various games with a projectile on a tabletop or field of play. The apparatus includes both a frame and an elastic material to bounce the projectile with consistency and accuracy without the use of spring or spring-like mechanisms other than the elastic material itself. 

The claimed invention is:
 1. A game apparatus comprising: a lower frame, including a rigid angular base and cooperatively joined with the upper frame to form an angle (alpha) between the upper frame and the lower frame; an upper frame, including a surface support border extending about the perimeter of the upper frame and a chassis forming an interior space opening and for supporting an elastic material surface; and the elastic material surface including elastane and that exhibits four-way stretch and recovery properties and that is stretched over the chassis of the upper frame and that provides a game surface to bounce a projectile.
 2. The game apparatus of claim 1, wherein the lower frame comprises at least two angular L shaped legs that cooperate with the rigid angular base and the upper frame to form the angle (alpha) between the upper frame and the lower frame.
 3. The game apparatus of claim 1, wherein the lower frame and upper frame comprises mated protrusions and receiving cavities to connect the lower frame to the upper frame.
 4. The game apparatus of claim 1, wherein the upper frame supporting the elastic material surface is at an angle in a range of substantially 25 degrees to substantially 40 degrees.
 5. The game apparatus of claim 4, wherein the angle (alpha) is substantially 30 degrees.
 6. The game apparatus of claim 1, wherein the chassis is secured between an upper shell and lower shell of the upper frame.
 7. The game apparatus of claim 1, wherein the lower frame comprises separate legs to raise the elastic material surface off a playing surface.
 8. The game apparatus of claim 7, wherein the legs include different heights.
 9. The game apparatus of claim 1, wherein the elastic material is loaded by stretching and securing the elastic material in a deformed state over a section of the chassis.
 10. The game apparatus of claim 4, wherein the lower frame includes an open position for playing and closed position for storage, wherein the open position is created by extending legs of the lower frame to support the elastic material surface at the angle for playing.
 11. The game apparatus of claim 1, wherein the lower frame includes a leg, including a frame joint extending to the upper frame.
 12. The game apparatus of claim 12, wherein the upper frame and the base are connected by a first pivoting joint, and the base is connected to the leg by a second pivoting joint.
 13. The game apparatus of claim 6, wherein the upper shell or lower shell include tabs that further stretch the elastic material surface.
 14. The game apparatus of claim 1, wherein the elastic material surface includes a range of substantially 15% elastane to substantially 25% elastane.
 15. The game apparatus of claim 14, wherein the elastic material surface includes substantially 17% elastane.
 16. The game apparatus of claim 1, wherein the elastic material surface is at least 1 inch higher than a playing surface upon which the game apparatus rests. 